[Spawn System] Para-troopers

Discussion pertaining to the PR Brazilian & FARC Forces faction
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: [Spawn System] Para-troopers

Post by Tirak »

I'd prefer to see a combination of one and two. Give the CO the option of deploying a smaller paradrop plane and also have "static" spawn planes that fly around. It depends on the map really, but this is awesome, you could combine this with current PR maps also, think about it :D
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

dan_thomas453 wrote:Personally, I prefer number 2, make it circle the map, or maybe even have 2 planes circling.

IMO it makes the game a lot more realistic, as im sure a Jet (first video) wouldnt go that slowly, and in number 2 you actually sat on the back end of the Plane, so it makes it a lot more realistic.
of course we will not use jets for this role, this video was shot months ago when the idea was born, I just use it as placeholder

we will use the C130 at 300km/h and 600 meters high, like the second video but above the clouds.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Spawn System] Para-troopers

Post by Dev1200 »

Alternatively, Why don't you just create some sort of transport plane with an open side (or close-able like the merlin was) so people can jump out. Make the plane worth maybe 2-3 tickets, and your good to go.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

Tirak wrote:you could combine this with current PR maps also
thats the point I fully disagree with you, on current conflicts shown on PR theres no place for paratroopers.

In iraq, afghanistan, and MEC/USA/GB/PLA maps it’s not a real tactic, further more a jeep can take you there stealthier and more precisely and a chopper can take you there not so stealthier and precise but much faster

But in the amazon the terrain and vegetation don’t allow land vehicles and helicopters landing
wuschel
Posts: 225
Joined: 2008-10-21 19:19

Re: [Spawn System] Para-troopers

Post by wuschel »

Very nice idea.

Destructable?
As I understand, the paratrooper transport craft will be destructable by Anti-Air fire. Or am I wrong?

Chinook
I suppose that it will be also possible to use the Chinook as a paradrop platform. I saw some military video a while ago, so I think that this is used as an military paradrop vehicle. As a suggestion: Using a large scale helicopter could justify to use much more unpredictable routes for movement. Moreover, the commander could control it like the UAV.

Limited spawns on the paradrop vehicle.
Is there any way to implement a counter for the number of spawns in the Chinook? That way one could make the helicopter dropping a finite amount of paratroopers. Once a the maxcounter is hit, further spawning is prevented. The vehicle then either disappears, i.e. by entering a flight route out of the map, or it is player controlled and the pilot has to bring the vehicle back the main base to "recharge" the spawns.
Last edited by wuschel on 2009-12-02 19:13, edited 1 time in total.
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: [Spawn System] Para-troopers

Post by Tirak »

Salmonella wrote:thats the point I fully disagree with you, on current conflicts shown on PR theres no place for paratroopers.

In iraq, afghanistan, and MEC/USA/GB/PLA maps it’s not a real tactic, further more a jeep can take you there stealthier and more precisely and a chopper can take you there not so stealthier and precise but much faster

But in the amazon the terrain and vegetation don’t allow land vehicles and helicopters landing
Tad Sae, Ghost Train and Barracuda come to mind. While most maps played are in the desert campaigns, there are others as well.
Rhino
Retired PR Developer
Posts: 47909
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Re: [Spawn System] Para-troopers

Post by Rhino »

ma21212 wrote:wait i thought Devs hated paratrooperz?...so this might acctualy be possible?
we would only like to see them on a proper airborne mission/map, not just any old guy haloing out of a littlebird onto the nearest firebase :p
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Arnoldio
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Joined: 2008-07-22 15:04

Re: [Spawn System] Para-troopers

Post by Arnoldio »

Commander placed is the best IMO, gives more strategic opportunities.
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: [Spawn System] Para-troopers

Post by Herbiie »

ChizNizzle wrote:Commander placed is the best IMO, gives more strategic opportunities.
I agree - would also give the commander a little more to do ;)
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Spawn System] Para-troopers

Post by Wilkinson »

Code a Timed Spawn onto the plane. or Place a rally to spawn at points of the game.

Or when Commander clicks "UAV" button, 10 Minute spawn activates. like the old timed rally spawns

2 Flaws.

Air Assets can fly around and rape. Only add this to map with no air assets like Jets, attk Helicopters,
Keep plane at like 1000 ft. though the 1 time parachute is hardcoded, doesn't matter IMO
WelshManDan
Posts: 4381
Joined: 2009-06-30 20:19

Re: [Spawn System] Para-troopers

Post by WelshManDan »

Salmonella wrote:of course we will not use jets for this role, this video was shot months ago when the idea was born, I just use it as placeholder

we will use the C130 at 300km/h and 600 meters high, like the second video but above the clouds.
Well then, I have a sort of Idea. How about make the commander set it - then you are placed in the seat in the rear of the plane, to jump you need to exit your seat and run to the rear and get out - otherwise somebody may spawn accidentally by pressing enter and end up falling off the moving plane, but if you spawn in a seat then -solution-
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

dan_thomas453 wrote: then you are placed in the seat in the rear of the plane, to jump you need to exit your seat and run to the rear and get out - otherwise somebody may spawn accidentally by pressing enter and end up falling off the moving plane, but if you spawn in a seat then -solution-
even you accidentaly spawn you won't fall, if you take a closer look on video 2 theres a invisible barrier that must be jumped in order to leave the plane.

the problem in making the spawn into a fixed the positions its that only 8 passenger are allowed per vehicle.
if its became full no more spawn until someone bail out.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Spawn System] Para-troopers

Post by Redamare »

Try to make it so when you deploy your parachute... players do not have their main weapon up.. make it so their arms are above their head like they are controling the chute... that would be nice..

Transport plane that is flown by a person will deffinatly have a problem with noobs and it will take a while for the pilots who fly the jets to get used to the new asset... plus you will need to incoorporate alot of flares onboard the transport plane due to AA's. and that would just be a waste if the plane just gets blown up after 3 minutes of being deployed... i am in favor of option 1 and 2 lolol .... auto polot seems to be the way to go.. and since its not being flown by a player it shouldnt have a heat signature for the AA to lock onto. which in my eyes is a good thing
>para<
Posts: 765
Joined: 2008-07-04 18:15

Re: [Spawn System] Para-troopers

Post by >para< »

mmmmmmmm coool paratroopers
=(DK)=stoffen_tacticalsup
Posts: 231
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Re: [Spawn System] Para-troopers

Post by =(DK)=stoffen_tacticalsup »

Im guessing you dont want the option with a commanderset spawn in midair, ie, spawn directly into the jump?

I think for the sake of replayability, something commander set would be preferable.
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

RHINO, do you read yours PM? We really need know the status of what you said that is in development, and our degree of freedom to add such modification to our faction.
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Spawn System] Para-troopers

Post by ma21212 »

you have a point. Also why not have the plane land in an airfield to "resupply". when a number of ppl spwan on the plane (lets say a max of 50 ppl) then after that it would not be spwanable untill the plane lands at airfield to get new troops?
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LoopBrasil
Posts: 14
Joined: 2009-09-02 15:22

Re: [Spawn System] Para-troopers

Post by LoopBrasil »

ma21212 wrote:you have a point. Also why not have the plane land in an airfield to "resupply". when a number of ppl spwan on the plane (lets say a max of 50 ppl) then after that it would not be spwanable untill the plane lands at airfield to get new troops?
I agree, i really would like to see that asset having a player as pilot
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: [Spawn System] Para-troopers

Post by HAAN4 »

''deleted''
Last edited by HAAN4 on 2009-12-04 01:41, edited 1 time in total.
Reason: It's of stoping sugesting and work
cagumelo
Posts: 23
Joined: 2009-12-01 00:00

Re: [Spawn System] Para-troopers

Post by cagumelo »

I think it shouldn't have pilot. I think we would never get a pilot in the other way
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